feat(examples): add code snippets

This commit is contained in:
2024-12-28 10:18:17 +02:00
parent 1d0d45b6ee
commit 2ff2c82385
9 changed files with 333 additions and 36 deletions

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pub fn generate_backtracking(
maze: &mut HexMaze,
start_pos: Option<Hex>,
seed: Option<u64>,
) {
if maze.is_empty() {
return;
}
let start = start_pos.unwrap_or(Hex::ZERO);
let mut visited = HashSet::new();
let mut rng: Box<dyn RngCore> = seed.map_or_else(
|| Box::new(thread_rng()) as Box<dyn RngCore>,
|seed| Box::new(ChaCha8Rng::seed_from_u64(seed)) as Box<dyn RngCore>,
);
recursive_backtrack(maze, start, &mut visited, &mut rng);
}
fn recursive_backtrack<R: Rng>(
maze: &mut HexMaze,
current: Hex,
visited: &mut HashSet<Hex>,
rng: &mut R,
) {
visited.insert(current);
let mut directions = EdgeDirection::ALL_DIRECTIONS;
directions.shuffle(rng);
for direction in directions {
let neighbor = current + direction;
if maze.get_tile(&neighbor).is_some() && !visited.contains(&neighbor) {
maze.remove_tile_wall(&current, direction);
maze.remove_tile_wall(&neighbor, direction.const_neg());
recursive_backtrack(maze, neighbor, visited, rng);
}
}
}

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#[derive(Default)]
pub struct MazeBuilder {
radius: Option<u32>,
seed: Option<u64>,
generator_type: GeneratorType,
start_position: Option<Hex>,
}
#[derive(Debug, Clone, Copy, Default)]
pub enum GeneratorType {
#[default]
RecursiveBacktracking,
}
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
#[derive(Debug, Clone, Default, PartialEq, Eq)]
pub struct HexMaze(HashMap<Hex, HexTile>);
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "bevy", derive(Reflect, Component))]
#[cfg_attr(feature = "bevy", reflect(Component))]
#[derive(Debug, Clone, Default, PartialEq, Eq)]
pub struct HexTile {
pub(crate) pos: Hex,
pub(crate) walls: Walls,
}
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[cfg_attr(feature = "bevy", derive(Reflect, Component))]
#[cfg_attr(feature = "bevy", reflect(Component))]
pub struct Walls(u8);

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#[derive(Component, Default)]
pub struct Music;
#[derive(Component, Default)]
pub struct SoundEffect;
#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Default, Reflect)]
#[reflect(Component)]
pub struct Player;
#[derive(Component, Reflect)]
#[reflect(Component)]
pub struct MovementController {
pub intent: Vec2,
pub max_speed: f32,
}
#[derive(Component, Reflect)]
#[reflect(Component)]
pub struct PlayerAnimation {
timer: Timer,
frame: usize,
state: PlayerAnimationState,
}
#[derive(Component, Debug, Reflect)]
#[reflect(Component)]
pub struct InteractionPalette {
pub none: Color,
pub hovered: Color,
pub pressed: Color,
}

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pub(super) fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
config: Res<MazeConfig>,
layout: Res<Layout>,
) {
let maze = MazeBuilder::new()
.with_radius(config.radius)
.with_seed(0)
.with_generator(GeneratorType::RecursiveBacktracking)
.build()
.expect("Something went wrong while creating maze");
let assets = create_base_assets(&mut meshes, &mut materials, &config);
commands
.spawn((
Name::new("Floor"),
SpatialBundle {
transform: Transform::from_translation(Vec3::ZERO),
..default()
},
))
.with_children(|parent| {
for tile in maze.values() {
spawn_single_hex_tile(
parent,
&assets,
tile,
&layout.0,
config.height,
)
}
});
}
fn spawn_single_hex_tile(
parent: &mut ChildBuilder,
assets: &MazeAssets,
tile: &HexTile,
layout: &HexLayout,
hex_height: f32,
) {
dbg!(tile);
let world_pos = tile.to_vec3(layout);
let rotation = match layout.orientation {
HexOrientation::Pointy => Quat::from_rotation_y(0.0),
HexOrientation::Flat => Quat::from_rotation_y(FRAC_PI_6), // 30 degrees rotation
};
parent
.spawn((
Name::new(format!("Hex {}", tile.to_string())),
PbrBundle {
mesh: assets.hex_mesh.clone(),
material: assets.hex_material.clone(),
transform: Transform::from_translation(world_pos)
.with_rotation(rotation),
..default()
},
))
.with_children(|parent| {
spawn_walls(parent, assets, hex_height / 2., &tile.walls())
});
}
fn spawn_walls(
parent: &mut ChildBuilder,
assets: &MazeAssets,
y_offset: f32,
walls: &Walls,
) {
let z_rotation = Quat::from_rotation_z(-FRAC_PI_2);
for i in 0..6 {
if !walls.contains(i) {
continue;
}
let wall_angle = -FRAC_PI_3 * i as f32;
let x_offset = (HEX_SIZE - WALL_SIZE) * f32::cos(wall_angle);
let z_offset = (HEX_SIZE - WALL_SIZE) * f32::sin(wall_angle);
let pos = Vec3::new(x_offset, y_offset, z_offset);
let x_rotation = Quat::from_rotation_x(wall_angle + FRAC_PI_2);
let final_rotation = z_rotation * x_rotation;
spawn_single_wall(parent, assets, final_rotation, pos);
}
}
fn spawn_single_wall(
parent: &mut ChildBuilder,
asstets: &MazeAssets,
rotation: Quat,
offset: Vec3,
) {
parent.spawn((
Name::new("Wall"),
PbrBundle {
mesh: asstets.wall_mesh.clone(),
material: asstets.wall_material.clone(),
transform: Transform::from_translation(offset)
.with_rotation(rotation),
..default()
},
));
}
fn create_base_assets(
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<StandardMaterial>>,
config: &Res<MazeConfig>,
) -> MazeAssets {
MazeAssets {
hex_mesh: meshes.add(generate_hex_mesh(HEX_SIZE, config.height)),
wall_mesh: meshes.add(generate_square_mesh(HEX_SIZE)),
hex_material: materials.add(white_material()),
wall_material: materials.add(Color::BLACK),
}
}
fn generate_hex_mesh(radius: f32, depth: f32) -> Mesh {
let hexagon = RegularPolygon {
sides: 6,
circumcircle: Circle::new(radius),
};
let prism_shape = Extrusion::new(hexagon, depth);
let rotation = Quat::from_rotation_x(FRAC_PI_2);
Mesh::from(prism_shape).rotated_by(rotation)
}
fn generate_square_mesh(depth: f32) -> Mesh {
let square = Rectangle::new(WALL_SIZE, WALL_SIZE);
let rectangular_prism = Extrusion::new(square, depth);
let rotation = Quat::from_rotation_x(FRAC_PI_2);
Mesh::from(rectangular_prism).rotated_by(rotation)
}

1
assets/code/rustfmt.toml Normal file
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max_width = 80